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C o m b at O p t i o n s f o r
Warrior, Rogue & Mage
By Michael Wolf
~ Supplement #2 ~
Aymeric Goutain (Order #9875379)
Michael Wolf
Michael Wolf
The Forge Studios, Pawel Dobosz and Maciej Zagorski. Used
with permission.
From The Imperial Forges is 2010 Michael Wolf. Some rights reserved.
All contents of this document (aside from the artwork) have been licensed under a Creative Commons BY~NC~SA 3.0 Germany license.
Please note: this whole book may be freely copied and shared for personal use!
In WR&M armor adds to the Defense of a character, making him harder to hit. This is reminiscent of classic fantasy games, speeds up play
but is not very realistic. It also can lead to the
strange situation that certain characters cant
possibly hit a well-armored opponent. The following options allows GMs to handle armor
differently. It is highly recommended to use the
precise hit option when using alternate armor.
Instead of increasing Defense armor adds additional hit points that are used before the character is damaged. The listed Defense value of
the armor times five is the number of additional
HPs granted. When the armor reaches zero hit
points it is considered destroyed and must be replaced or repaired. Hitpoints granted by armor
do of course not heal naturally.
Example: a soldier wearing chain mail armor
(25 hp) gets struck by an axe which causes 3
damage. This damage is subtracted from the armors HPs. The armor is now down to 22 hit
points.
contains alternate armor rules, new talents and rules for dodging
and parrying attacks which help you to make combats in WR&M even more exciting
without adding too much complexity. These rules
WYRM
Roleplaying System
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